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a9c90da627
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31 changed files with 145 additions and 2716 deletions
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@ -9,6 +9,7 @@ using Server.Targeting;
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using Server.Accounting;
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using Server.Commands;
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using Server.Commands.Generic;
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using System.Collections.Generic;
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namespace Server.Factions
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{
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@ -65,7 +66,7 @@ namespace Server.Factions
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set{ m_State.Silver = value; }
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}
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public PlayerStateCollection Members
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public List<PlayerState> Members
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{
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get{ return m_State.Members; }
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set{ m_State.Members = value; }
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@ -85,7 +86,7 @@ namespace Server.Factions
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public void Broadcast( int hue, string text )
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{
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PlayerStateCollection members = Members;
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List<PlayerState> members = Members;
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for ( int i = 0; i < members.Count; ++i )
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members[i].Mobile.SendMessage( hue, text );
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@ -93,7 +94,7 @@ namespace Server.Factions
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public void Broadcast( int number )
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{
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PlayerStateCollection members = Members;
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List<PlayerState> members = Members;
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for ( int i = 0; i < members.Count; ++i )
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members[i].Mobile.SendLocalizedMessage( number );
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@ -428,7 +429,7 @@ namespace Server.Factions
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pm.SendLocalizedMessage( 1018031 ); // In the interest of faction stability, this faction declines to accept new members for now.
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else
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{
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ArrayList members = new ArrayList( guild.Members );
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List<Mobile> members = new List<Mobile>( guild.Members );
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for ( int i = 0; i < members.Count; ++i )
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{
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@ -497,9 +498,9 @@ namespace Server.Factions
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public void UpdateRanks()
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{
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PlayerStateCollection members = Members;
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List<PlayerState> members = Members;
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ArrayList list = new ArrayList( members );
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List<PlayerState> list = new List<PlayerState>( members );
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list.Sort();
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@ -507,7 +508,7 @@ namespace Server.Factions
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for ( int i = 0; i < list.Count; ++i )
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{
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PlayerState pl = (PlayerState)list[i];
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PlayerState pl = list[i];
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int percent;
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@ -553,12 +554,12 @@ namespace Server.Factions
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public static void FactionTownReset_OnCommand( CommandEventArgs e )
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{
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MonolithCollection monoliths = BaseMonolith.Monoliths;
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List<BaseMonolith> monoliths = BaseMonolith.Monoliths;
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for ( int i = 0; i < monoliths.Count; ++i )
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monoliths[i].Sigil = null;
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TownCollection towns = Town.Towns;
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List<Town> towns = Town.Towns;
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for ( int i = 0; i < towns.Count; ++i )
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{
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@ -569,7 +570,7 @@ namespace Server.Factions
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towns[i].Owner = null;
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}
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SigilCollection sigils = Sigil.Sigils;
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List<Sigil> sigils = Sigil.Sigils;
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for ( int i = 0; i < sigils.Count; ++i )
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{
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@ -583,17 +584,17 @@ namespace Server.Factions
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sigils[i].ReturnHome();
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}
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FactionCollection factions = Faction.Factions;
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List<Faction> factions = Faction.Factions;
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for ( int i = 0; i < factions.Count; ++i )
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{
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Faction f = factions[i];
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ArrayList list = new ArrayList( f.State.FactionItems );
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List<FactionItem> list = new List<FactionItem>( f.State.FactionItems );
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for ( int j = 0; j < list.Count; ++j )
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{
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FactionItem fi = (FactionItem)list[j];
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FactionItem fi = list[j];
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if ( fi.Expiration == DateTime.MinValue )
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fi.Item.Delete();
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@ -605,12 +606,12 @@ namespace Server.Factions
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public static void FactionReset_OnCommand( CommandEventArgs e )
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{
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MonolithCollection monoliths = BaseMonolith.Monoliths;
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List<BaseMonolith> monoliths = BaseMonolith.Monoliths;
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for ( int i = 0; i < monoliths.Count; ++i )
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monoliths[i].Sigil = null;
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TownCollection towns = Town.Towns;
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List<Town> towns = Town.Towns;
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for ( int i = 0; i < towns.Count; ++i )
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{
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@ -621,7 +622,7 @@ namespace Server.Factions
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towns[i].Owner = null;
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}
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SigilCollection sigils = Sigil.Sigils;
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List<Sigil> sigils = Sigil.Sigils;
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for ( int i = 0; i < sigils.Count; ++i )
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{
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@ -635,22 +636,22 @@ namespace Server.Factions
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sigils[i].ReturnHome();
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}
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FactionCollection factions = Faction.Factions;
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List<Faction> factions = Faction.Factions;
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for ( int i = 0; i < factions.Count; ++i )
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{
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Faction f = factions[i];
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ArrayList list = new ArrayList( f.Members );
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List<PlayerState> playerStateList = new List<PlayerState>( f.Members );
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for ( int j = 0; j < list.Count; ++j )
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f.RemoveMember( ((PlayerState)list[j]).Mobile );
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for( int j = 0; j < playerStateList.Count; ++j )
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f.RemoveMember( playerStateList[j].Mobile );
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list = new ArrayList( f.State.FactionItems );
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List<FactionItem> factionItemList = new List<FactionItem>( f.State.FactionItems );
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for ( int j = 0; j < list.Count; ++j )
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for( int j = 0; j < factionItemList.Count; ++j )
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{
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FactionItem fi = (FactionItem)list[j];
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FactionItem fi = (FactionItem)factionItemList[j];
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if ( fi.Expiration == DateTime.MinValue )
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fi.Item.Delete();
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@ -658,10 +659,10 @@ namespace Server.Factions
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fi.Detach();
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}
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list = new ArrayList( f.Traps );
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List<BaseFactionTrap> factionTrapList = new List<BaseFactionTrap>( f.Traps );
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for ( int j = 0; j < list.Count; ++j )
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((BaseFactionTrap)list[j]).Delete();
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for( int j = 0; j < factionTrapList.Count; ++j )
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factionTrapList[j].Delete();
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}
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}
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@ -800,7 +801,7 @@ namespace Server.Factions
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public static void ProcessTick()
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{
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SigilCollection sigils = Sigil.Sigils;
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List<Sigil> sigils = Sigil.Sigils;
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for ( int i = 0; i < sigils.Count; ++i )
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{
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@ -936,7 +937,7 @@ namespace Server.Factions
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public virtual int MaximumTraps{ get{ return 15; } }
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public FactionTrapCollection Traps
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public List<BaseFactionTrap> Traps
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{
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get{ return m_State.Traps; }
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set{ m_State.Traps = value; }
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@ -947,7 +948,7 @@ namespace Server.Factions
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public static Faction FindSmallestFaction()
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{
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FactionCollection factions = Factions;
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List<Faction> factions = Factions;
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Faction smallest = null;
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for ( int i = 0; i < factions.Count; ++i )
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@ -963,7 +964,7 @@ namespace Server.Factions
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public static bool StabilityActive()
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{
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FactionCollection factions = Factions;
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List<Faction> factions = Factions;
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for ( int i = 0; i < factions.Count; ++i )
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{
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@ -1191,7 +1192,7 @@ namespace Server.Factions
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writer.WriteEncodedInt( (int) (idx + 1) );
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}
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public static FactionCollection Factions{ get{ return Reflector.Factions; } }
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public static List<Faction> Factions{ get{ return Reflector.Factions; } }
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public static Faction ReadReference( GenericReader reader )
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{
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@ -1239,7 +1240,7 @@ namespace Server.Factions
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public static Faction Parse( string name )
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{
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FactionCollection factions = Factions;
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List<Faction> factions = Factions;
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for ( int i = 0; i < factions.Count; ++i )
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{
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